TheGreatReptar Posted April 11, 2013 Posted April 11, 2013 Oh hey, I started messing around with 6A oki again today, and I don't know why Eshi and I assumed 5B couldn't be used anymore, but it definitely still hits meaty enough to stop people from jumping out. The only character that has an option for 5B that doesn't work against 5C is Tager (360A), so I'm assuming that 5B hits on the 3rd from after they get up (360A is invul on the 3rd frame, 4th frame they'd be airborne). If 5B's hitting on the 3rd frame, I guess that means that 5C actually hits on the second active? Woops
BatousaiJ Posted April 12, 2013 Posted April 12, 2013 5B is like one of our best meaty moves(active frames) and still a very good neutral move. I have no idea why you guys would think otherwise.
Errol Posted April 12, 2013 Posted April 12, 2013 Frame data on wiki is taking longer than I thought so I'll just post this for people to read. it's not perfect formatting just doing a copy paste, but I guess anything you want to figure out you will be able to. Attack Name Fatal Cancel Damage Combo P1 P2 SMP Guard Attack Lv Attribute Startup Active Recovery Frame Adv. Blockstun Air Untech N Air Untech C Ground Hitstun N Ground Hitstun C Invul Notes 5a CSOJR 300 F 100 75 A 0 B 6 3 9 -2 9 14 26 10 14 5b SOJR 520 N 100 84 HL 3 B 10 5 17 -5 16 17 31 17 22 Followup possible even on whiff 5bb SO(J)R 400 N 100 80 HL 2 B 11 3 19 -8 13 14 26 14 18 5c SOR 640 N 100 89 HL 3 B 8 3 23 -9 16 17 31 17 22 Followup possible even on whiff 5cc SO(J)R 620 N 100 87 HL 4 B 13 3 27 -11 18 19 34 19 24 2a CSOR 300 F 100 75 A 0 F 7 2 8 ±0 9 14 26 10 14 2b SOR 400 N 90 80 L 2 F 13 3 12 -1 13 14 26 14 18 Followup possible even on whiff 2bb SOR 480 N 90 80 L 2 F 10 3 18 -7 13 14 26 14 18 2c SOJR 660 N 90 87 HL 4 B 13 3 22 -6 18 22 39 19 Stagger 48 8-14H Followup possible even on whiff 2cc SOJR 680 N 100 87 HL 4 B 13 3 29 -13 18 29 50 19 24 6a SOR 620 N 80 89 HL 3 B 26 2 24 -9 16 ground 26 Ground 45 17 22 6b SOR 480 N 90 92 L 4 F 21 3 15 +1 18 19 34 19 Float 34 Followup possible even on whiff 6bb SOR 560 N 90 92 L 4 F 15 4 20 -5 18 slide 35 Slide 60 19 24 6c (S)OJR 250 x 6 N 100 94 (once) 2 HL 5 B 23 1X6 38 -12 20 down 21 Down 37 21 27 Followup possible even on whiff 6cc (S)O(J)R 300 x 3 N 100 84 (once) HL 5 B 22 1X3 35 -15 20 27 47 Float 27 Float 47 3c x R 720 N 95 94 L 5 F 18 10 23 -12 20 54 90 Flaot 54 Float 90 Followup possible even on whiff 3cc x R 980 N 95 84 HL 5 B 17 4 35 -18 20 54 90 Float 54 Float 90 1-17H 23-31f in the air jA CSOJR 300 F 90 77 HA 1 H 7 2 6 - 11 14 26 12 16 jB SOJR 420 N 90 80 HA 2 H 8 4 12 - 13 14 26 14 18 Followup possible even on whiff jBB SO(J)R 570 N 90 84 HA 3 H 7 3 24 - 16 17 31 17 22 jC SOJR 530 N 90 84 HA 3 H 11 4 23 - 16 22 39 17 22 Followup possible even on whiff jCC SOR 600 N 90 87 HA 4 H 10 2 31 - 18 22 39 22 28 Forward Throw - / SOR 0 / 1400 F 100 100 / 60 THROW(70) 0/4 T 7 3 19 - - - - - / Wall bounce 60 - 100% Guaranteed Damage Back Throw - / SOR 0 / 1400 F 100 100 / 60 THROW(70) 0/4 T 7 3 19 - - - - - / Stagger 36 - 100% Guaranteed Damage Air Throw - / SOR 0 / 1400 F 100 100 / 60 THROW(100) 0/4 T 7 3 17 + 3F Landing - - - / gbound down 60 - - - 100% Guaranteed Damage Counter Assault R 0 M 50 87 A 4 B 13 4 35 -20 18 19 34 Float 19 Float 34 1-20f Cooldown 180 Crush Trigger R 1000 N 80 100 3 BARRIER 3 B 30-59 1 26 +2 27 gbound down 60 Gbound down 100 Stagger 60 Stagger 120 Chargable, Cooldown 180 5d - - - Chargable. Install gauge is 10000 points to 1 charge. Max of 50000. Install gauge rates. 7-21f 250 per frame. 22 onward 200 per frame. OD rates. 5-6f 500 per frame, 7-17f 250 per frame, 18 onward 200 per frame (Independent of natural OD effect). Cancel version rate: 7-10f 625 per frame, OD 5-6f 1250 per frame. When canceled to from 22b: 7-10f 1250 per frame, OD 5-6f 2500 per frame. Recovery is from uncharged version. 2d - - - Same as 5d. JD - - - Chargable. Once per jump only. Height restriction exists. Install gauge rates: 4-7f 250 per frame. 8-21 200 per frame, 22 onward depends on Tsubaki's height. OD version: 4-5f 500 per frame, 6-20f 200 per frame, 21 onwards depends on Tsubaki's height (Rates independent of natural OD effect). Cancel version rates: 4-7f 625 per frame, OD 4-5f 1250 per frame. When canceled from the followup to j236A rates: 4-7f 1250 per frame, OD 5-6f 2500 per frame. Height dependent amount is from 50 to 350. The higher Tsubaki is, the lower the amount. Recovery is uncharged version. If you charge until you touch the ground, Landing recovery is 15f 236A R 600 N 80 67 2 A 4 B 14 6 18 -5 18 30 52 19 24 On hit, can cancel to 214x or 22x. D version can cancel even on whiff 236B R 700 N 80 72 2 A 4 B 18 8 18 -7 18 30 52 24 30 On hit, can cancel to 214x or 22x. D version can cancel even on whiff 236C R 800 N 80 82 2 A 4 B 20 10 18 -9 18 40 68 24 30 On hit, can cancel to 214x or 22x. D version can cancel even on whiff 236D R 1100 N 80 89 2 A 5 B 19 10 24 -3 20 Wall bounce 60 Wall bounce 100 Stagger 38 Stagger 76 On hit or guard, will pass through.Can cancel to 214x or 22x. During mugen, 110% bonus proration 214B R 750 N 75 75 2A HL 4 B 21 3 29 -8 18 45 76 Float 45 Float 76 11-20B On hit, can cancel to 22x / D version can cancel even on whiff 214D R 1100 N 75 87 2B HL 4 B 21 3 25 -4 18 60 100 Float 60 Float 100 11-23B Startup, Invuln are when right next to opponent. Changes dependent on distance from opponent. Can cancel to 22x on hit. D version can cancel even on whiff. Bonus proration 110% during mugen 214B F. R 750 N 75 75 2A HL 4 B 17 5 36 -17 18 45 76 Float 45 Float 76 8-16B Startup, Invuln are when right next to opponent. Changes dependent on distance from opponent. Can cancel to 22x on hit. D version can cancel even on whiff. 214D F. R 1100 N 75 87 2B HL 4 B 16 5 25 -6 18 60 100 Float 60 Float 100 7-20B Startup, Invuln are when right next to opponent. Changes dependent on distance from opponent. Can cancel to 22x on hit. D version can cancel even on whiff. Bonus proration 110% during mugen 22B R 600 N 100 84 2C A 3 B 14 3 20 -6 16 24 Wall bounce 42 24 Stagger 64 13-16 Projectile GP Chargable. GP is the attack only. On hit, can cancel to 5d or 2d 22B CRG R 900 N 100 87 2C A 4 B 39 3 20 -4 18 slide 36 Wall bounce 61 Slide 36 Wall bounce 61 38-41 Projectile GP GP is the attack only. On hit, can cancel to 5d or 2d 22D R 900 N 100 87 2D A 4 B 14 3 20 -4 18 wall bound down 60 Wall bounce down 100 Wall bound down 60 Wall bounce down 100 13-16 Projectile GP Chargable. GP is the attack only. Bonus 110% proration during mugen 22D CRG R 1200 N 100 94 2D A 5 B 39 3 14 +8 24 wall bounce down 60 Wall bounce down 100 Wall bounce down 60 Wall bounce down 100 38-41 Projectile GP During mugen, if normally blocked causes guard crush, bonus proration 120%. GP is the attack only 22B F R 600 N 100 84 2C A 3 B 14 3 20 -6 16 24 Wall bounce 42 24 Stagger 54 13-16 Projectile GP Chargable,GP is the attack only. On hit, can cancel to 5d or 2d. 22B F CRG R 900 N 100 87 2C A 4 B 39 3 20 +4 18 slide 36 Wall bounce 61 Slide 36 Wall bounce 61 38-41 Projectile GP GP is the attack only. On hit, can cancel to 5d or 2d 22D F R 900 N 100 87 2D A 4 B 14 3 20 +4 18 wall bound 60 Wall bounce down 100 Float wall bound down 60 Wall bounce down 100 13-16 Projectile GP Chargable. GP is the attack only. Bonus 110% proration during mugen 22D F CRG R 1200 N 100 94 2D A 5 B 39 3 14 +8 24 wall bounce down 60 Wall bounce down 100 wall bounce down 60 Wall bounce down 100 38-41 Projectile GP During mugen, if normally blocked causes guard crush, bonus proration 120%. GP is the attack only 623C R 800 F 60 84 2 HL 5 B 10 Off the screen 64T -21 29 48 60 Float 48 Float 60 1-10f On hit,c an cancel to j236x or j214x. D version can cancel even on whiff 623D R 550 x 3 F 70 82 (once) 2 HL 4 B 10 9 55 -21 24 40 68 Float 40 Float 68 1-14f Active frames are off the first hit. Hit or guard only, 2nd attack and onward start. On hit, can cancel to j236x or j214x. D version can be cancelled even on whiff. During Mugen, Bonus proration of 110%. J236A R 800 / 300 N 100 / 75 89 / 90 2E / - A 3 H / HBFPr 16 3 Until Landing - 16 / 16 30 / 20 52 / 36 17 / 17 22 / 22 Projectile starts on 25. If the main attack hits, can cancel to j214x. 59F or later can cancel to JD. On First hit can cancel to jump D from 33f J236D R 950 / 450 N 100 / 75 92 / 100 2F / - A 4 / 3 H / HBFPr 16 3 Until Landing - 18 / 16 gbound down 60 / 20 gbound down 100 / 36 Stagger 50 / 17 Stagger 100 / 22 Projectile starts on 25. If the main attack hits, can cancel to j214x. D version can be cancelled to even on whiff. If cancel to D Version, turns into a different attack. Bonus proration 110% during mugen J236A F R 800 F 100 89 2E / - A 3 H 16 3 Until Landing - - 30 - - - On hit, can cancel to j214x. D version can be canceled to even on whiff. On hit, can canel to JD from 31F J236D F R 950 / 450 F / N 100 / 75 92 / 100 2F / - A 4 / 3 H / HBFPr 16 3 Until Landing - 18 / 16 gbound down 60 / 20 gbound down 100 / 36 - - Projectile starts on 25. If the main attack hits, can cancel to j214x. D version can be cancelled to even on whiff. If cancel to D Version, turns into a different attack. Bonus proration 110% during mugen J214A R 500 N 90 67 2G A 4 H 13 Until landing 28f Landing Recovery - 18 ground 40 ground 68 Ground down 40 Ground down 68 J214B R 650 N 90 72 2H A 4 H 15 Until landing 31f Landing Recovery - 18 ground 40 ground 68 Ground down 40 Ground down 68 J214C R 800 N 90 82 2I A 4 H 17 Until landing 34f Landing Recovery - 18 ground 40 ground 68 Ground down 40 Ground down 68 J214D R 1000 N 90 92 2J A 4 H 13 Until landing 26f Landing Recovery - 18 slide 60 slide 100 Slide 60 Slide 100 During mugen, bonus proration of 110% J214A F R 1000 F 90 82 2G A 4 H 9 Until landing 28f Landing Recovery - 18 36 61 - - J214B F R 1000 F 90 82 2H A 4 H 10 Until landing 31f Landing Recovery - 18 36 61 - - J214C F R 1000 F 90 82 2I A 4 H 11 Until landing 34f Landing Recovery - 18 36 61 - - J214D F R 1000 F 90 92 2J A 4 H 9 Until landing 26f Landing Recovery - 18 slide 60 slide 100 - - During mugen, bonus proration of 110% J236D - J214D aura R 240 x 7 N 90 99 2 A 5 HBFPr 1f after touching projectile Until landing 26f Landing Recovery - 20 60 100 Float 60 Float 100 Occurs when J214D touches the projectile from J236D. During mugen, bonus proration of 110%. 46C R 300 N 75 90 A 3 HBFPr 27 70 56t -2 16 20 36 17 22 46D R 450 N 75 100 A 3 B 13 - 47t -7 16 20 36 17 22 46D - 236D aura R 280 x 7 N 80 99 2 A 5 T 1f after touching projectile 9 24 +6 20 wall bounce 60 wall bounce 100 Stagger 38 Stagger 76 1-28P after touching projectile Occurs when 236D touches the projectile from 46D. Invuln is on whiff. Can cancel to 214x or 22x. During mugen, bonus proration of 110%. 63214C - / R 0 x 2 / 80 x 12 -- / Taken from next hit / M x 12 90 100 / 80 x 13 2 COMMAND THROW (80) 0 / 1 / 3 x 12 B / HBFPr (2) 9 3 30 - - - - -- / Float 40 x 12 / 50 - 236236C ( R) 300 / 700 x 2 F 100 92 A 4 B / HBFPr (2) 5 + 7 15 26 -22 18 50 84 / - x 3 float 50 / - x 3 Float 84 / - x 3 1-14f 20% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D0 ( R) 300 / 2000 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / wall bounce 50 84 / - Float 50 / - Float 84 / - First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D1 ( R) 300 / 2250 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / wall bounce 50 84 / - Float 50 / - Float 84 / - First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D2 ( R) 300 / 2630 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / wall bounce 50 84 / - Float 50 / - Float 84 / - First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D3 ( R) 300 / 3150 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / wall bounce 50 84 / - Float 50 / - Float 84 / - First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D4 ( R) 300 / 900 x 5 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 x 5 / wall bounce 50 84 / - x 5 Float 50 / - x 5 Float 84 / - x 5 First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D5 ( R) 300 / 690 x 9 D 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 x 8 / wall bounce 50 84 / - x 9 Float 50 / - x 9 Float 84 / - x 9 First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D0 (OD) ( R) 300 / 620 x 4 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / 120 x 4 84 / - x 4 Float 50 / - x 4 Float 84 / - x 4 First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration 236236D1 (OD) ( R) 300 / 750 x 4 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / 120 x 4 84 / - x 4 Float 50 / - x 4 Float 84 / - x 4 First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration 236236D2 (OD) ( R) 300 / 590 x 7 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / 120 x 7 84 / - x 7 Float 50 / - x 7 Float 84 / - x 7 First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration 236236D3 (OD) ( R) 300 / 720 x 7 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / 120 x 7 84 / - x 7 Float 50 / - x 7 Float 84 / - x 7 First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration 236236D4 (OD) ( R) 300 / 680 x 10 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / 120 x 10 84 / - x 10 Float 50 / - x 10 Float 84 / - x 10 First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration 236236D5 (OD) ( R) 300 / 810 x 10 F 100 92 A 4 B / HBFPr (2) 5+0 15 26 -22 18 50 / 120 x 10 84 / - x 10 Float 50 / - x 10 Float 84 / - x 10 First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration 214214D - - - - - 7t + 0 - - - - - - Able to move 3f before opponent after super flash. Cooldown 180. Install gauge is consumed at a rate of 100 per frame. During OD, the rate is 50. When gauge runs out, the effect ends. The effect is to let you use D Moves without using any charge. SMP on D Moves changes from 2 to 1. Can only be used with at least one charge. J214214D - - - - - 7t + 0 - - - - - - Able to move 3f before opponent after super flash. Cooldown 180. Install gauge is consumed at a rate of 100 per frame. During OD, the rate is 50. When gauge runs out, the effect ends. The effect is to let you use D Moves without using any charge. SMP on D Moves changes from 2 to 1. Can only be used with at least one charge. Blades super 450 x 8 M 60 96 A 2 HBFPr (2) 1 + 51 - 1t + 58 - 13 36 61 Float 36 Float 61 16-59f 20% Guaranteed Damage. Cooldown 180. Astral Death A 4 B 3 + 17 10 24 -20 18 - - - - 1-29f Cooldown 10f.
Kiba Posted April 12, 2013 Posted April 12, 2013 Frame data on wiki is taking longer than I thought so I'll just post this for people to read. You actually need to give us a break!
Airk Posted April 12, 2013 Posted April 12, 2013 So have ANY moves been found for ANYONE that are an "S" level starter? Also, man, I appreciate the data, but the lack of column delimiters destroys my ability to do anything much with. x.x I guess I'll just wait. Keep up the good work!
Kurushii Posted April 12, 2013 Posted April 12, 2013 Ragna 22C is the only one I know of, good luck landing that as a starter lol
Daedron Posted April 12, 2013 Posted April 12, 2013 I...have no clue what the hell I am looking at anymore. First off, I guess the starter letter determines the combo timer? Is there a list of what letters = how many frames of combo time? Do certain moves increase this combo time? Does going into OD increase combo time? Does going into Mugen increase combo time or does hitting with a D move in Mugen (the first time) increase combo time? I'm confused!
Airk Posted April 12, 2013 Posted April 12, 2013 That info is actually on the wiki! Check the Hitstun Decay section here Edit: Though bizarrely, we seem to have changed the chart from Slow/Normal/Fast/Momentary to Long/Normal/Short/Very Short, which doesn't line up with the abbreviations used in the frame data at all. x.x
Daedron Posted April 12, 2013 Posted April 12, 2013 Ah, thanks. So outside of Ragna's 22C every other move will take off at least 180f of the combo timer..or I guess you could say adds to it right at the start. Interesting. Nothing about any moves reducing the combo timer by x frames though, maybe I'm missing something...especially with those OD Hazama combos basically breaking all rules that are written there lol.
Errol Posted April 12, 2013 Posted April 12, 2013 Honestly guys, if you copy paste it into excel I bet it will pick up the columns correctly. Hazama's stuff doesn't break rules. SMP reduces combo time based on the level of SMP. 1 = 120f 2 = 240f 3 = 360f etc. Tsubaki's SMP moves get reduced to 1 SMP during Mugen, and Hazama's chains get reduced to 1 SMP during OD.
Daedron Posted April 12, 2013 Posted April 12, 2013 Sure, but the SMP message displays like 10 7 times and that's not even taking into account the time the combo itself takes + it's not even an FC starter.
Airk Posted April 12, 2013 Posted April 12, 2013 Honestly guys, if you copy paste it into excel I bet it will pick up the columns correctly. That's what I did. (Well, okay, into OpenOffice Calc); There are no column delimeters in your post, so there's no way to break it into colums except by using spaces as the delimeter, which goes all kinds of crazy for stuff like "250 x 6" or "214B F".
Errol Posted April 12, 2013 Posted April 12, 2013 Attack Name,Fatal,Cancel,Damage,Combo,P1,P2,SMP,Guard,Attack Lv,Attribute,Startup,Active,Recovery,Frame Adv.,Blockstun,Air Untech N,Air Untech C,Ground Hitstun N,Ground Hitstun C,Invul,Notes 5a,,CSOJR,300,F,100,75,,A,0,B,6,3,9,-2,9,14,26,10,14,, 5b,,SOJR,520,N,100,84,,HL,3,B,10,5,17,-5,16,17,31,17,22,,Followup possible even on whiff 5bb,,SO(J)R,400,N,100,80,,HL,2,B,11,3,19,-8,13,14,26,14,18,, 5c,,SOR,640,N,100,89,,HL,3,B,8,3,23,-9,16,17,31,17,22,,Followup possible even on whiff 5cc,,SO(J)R,620,N,100,87,,HL,4,B,13,3,27,-11,18,19,34,19,24,, 2a,,CSOR,300,F,100,75,,A,0,F,7,2,8,・}0,9,14,26,10,14,, 2b,,SOR,400,N,90,80,,L,2,F,13,3,12,-1,13,14,26,14,18,,Followup possible even on whiff 2bb,,SOR,480,N,90,80,,L,2,F,10,3,18,-7,13,14,26,14,18,, 2c,,SOJR,660,N,90,87,,HL,4,B,13,3,22,-6,18,22,39,19,Stagger 48,8-14H,Followup possible even on whiff 2cc,,SOJR,680,N,100,87,,HL,4,B,13,3,29,-13,18,29,50,19,24,, 6a,,SOR,620,N,80,89,,HL,3,B,26,2,24,-9,16,ground 26,Ground 45,17,22,, 6b,,SOR,480,N,90,92,,L,4,F,21,3,15,1,18,19,34,19,Float 34,,Followup possible even on whiff 6bb,,SOR,560,N,90,92,,L,4,F,15,4,20,-5,18,slide 35,Slide 60,19,24,, 6c,,(S)OJR,250 x 6,N,100,94 (once),2,HL,5,B,23,1X6,38,-12,20,down 21,Down 37,21,27,,Followup possible even on whiff 6cc,,(S)O(J)R,300 x 3,N,100,84 (once),,HL,5,B,22,1X3,35,-15,20,27,47,Float 27,Float 47,, 3c,x,R,720,N,95,94,,L,5,F,18,10,23,-12,20,54,90,Flaot 54,Float 90,,Followup possible even on whiff 3cc,x,R,980,N,95,84,,HL,5,B,17,4,35,-18,20,54,90,Float 54,Float 90,1-17H,23-31f in the air jA,,CSOJR,300,F,90,77,,HA,1,H,7,2,6,-,11,14,26,12,16,, jB,,SOJR,420,N,90,80,,HA,2,H,8,4,12,-,13,14,26,14,18,,Followup possible even on whiff jBB,,SO(J)R,570,N,90,84,,HA,3,H,7,3,24,-,16,17,31,17,22,, jC,,SOJR,530,N,90,84,,HA,3,H,11,4,23,-,16,22,39,17,22,,Followup possible even on whiff jCC,,SOR,600,N,90,87,,HA,4,H,10,2,31,-,18,22,39,22,28,, Forward Throw,,- / SOR,0 / 1400,F,100,100 / 60,,THROW(70),0/4,T,7,3,19,-,-,-,-,- / Wall bounce 60,-,,100% Guaranteed Damage Back Throw,,- / SOR,0 / 1400,F,100,100 / 60,,THROW(70),0/4,T,7,3,19,-,-,-,-,- / Stagger 36,-,,100% Guaranteed Damage Air Throw,,- / SOR,0 / 1400,F,100,100 / 60,,THROW(100),0/4,T,7,3,17 + 3F Landing,-,-,- / gbound down 60,-,-,-,,100% Guaranteed Damage Counter Assault,,R,0,M,50,87,,A,4,B,13,4,35,-20,18,19,34,Float 19,Float 34,1-20f,Cooldown 180 Crush Trigger,,R,1000,N,80,100,3,BARRIER,3,B,30-59,1,26,2,27,gbound down 60,Gbound down 100,Stagger 60,Stagger 120,,"Chargable, Cooldown 180" 5d,,,,,,,,,,,,,,,,,-,-,-,,"Chargable. Install gauge is 10000 points to 1 charge. Max of 50000. Install gauge rates. 7-21f 250 per frame. 22 onward 200 per frame. OD rates. 5-6f 500 per frame, 7-17f 250 per frame, 18 onward 200 per frame (Independent of natural OD effect). Cancel version rate: 7-10f 625 per frame, OD 5-6f 1250 per frame. When canceled to from 22b: 7-10f 1250 per frame, OD 5-6f 2500 per frame. Recovery is from uncharged version." 2d,,,,,,,,,,,,,,,,,-,-,-,,Same as 5d. JD,,,,,,,,,,,,,,,,,-,-,-,,"Chargable. Once per jump only. Height restriction exists. Install gauge rates: 4-7f 250 per frame. 8-21 200 per frame, 22 onward depends on Tsubaki's height. OD version: 4-5f 500 per frame, 6-20f 200 per frame, 21 onwards depends on Tsubaki's height (Rates independent of natural OD effect). Cancel version rates: 4-7f 625 per frame, OD 4-5f 1250 per frame. When canceled from the followup to j236A rates: 4-7f 1250 per frame, OD 5-6f 2500 per frame. Height dependent amount is from 50 to 350. The higher Tsubaki is, the lower the amount. Recovery is uncharged version. If you charge until you touch the ground, Landing recovery is 15f" 236A,,R,600,N,80,67,2,A,4,B,14,6,18,-5,18,30,52,19,24,,"On hit, can cancel to 214x or 22x. D version can cancel even on whiff" 236B,,R,700,N,80,72,2,A,4,B,18,8,18,-7,18,30,52,24,30,,"On hit, can cancel to 214x or 22x. D version can cancel even on whiff" 236C,,R,800,N,80,82,2,A,4,B,20,10,18,-9,18,40,68,24,30,,"On hit, can cancel to 214x or 22x. D version can cancel even on whiff" 236D,,R,1100,N,80,89,2,A,5,B,19,10,24,-3,20,Wall bounce 60,Wall bounce 100,Stagger 38,Stagger 76,,"On hit or guard, will pass through.Can cancel to 214x or 22x. During mugen, 110% bonus proration" 214B,,R,750,N,75,75,2A,HL,4,B,21,3,29,-8,18,45,76,Float 45,Float 76,11-20B,"On hit, can cancel to 22x / D version can cancel even on whiff" 214D,,R,1100,N,75,87,2B,HL,4,B,21,3,25,-4,18,60,100,Float 60,Float 100,11-23B,"Startup, Invuln are when right next to opponent. Changes dependent on distance from opponent. Can cancel to 22x on hit. D version can cancel even on whiff. Bonus proration 110% during mugen" 214B F.,,R,750,N,75,75,2A,HL,4,B,17,5,36,-17,18,45,76,Float 45,Float 76,8-16B,"Startup, Invuln are when right next to opponent. Changes dependent on distance from opponent. Can cancel to 22x on hit. D version can cancel even on whiff." 214D F.,,R,1100,N,75,87,2B,HL,4,B,16,5,25,-6,18,60,100,Float 60,Float 100,7-20B,"Startup, Invuln are when right next to opponent. Changes dependent on distance from opponent. Can cancel to 22x on hit. D version can cancel even on whiff. Bonus proration 110% during mugen" 22B,,R,600,N,100,84,2C,A,3,B,14,3,20,-6,16,24,Wall bounce 42,24,Stagger 64,13-16 Projectile GP,"Chargable. GP is the attack only. On hit, can cancel to 5d or 2d" 22B CRG,,R,900,N,100,87,2C,A,4,B,39,3,20,-4,18,slide 36,Wall bounce 61,Slide 36,Wall bounce 61,38-41 Projectile GP,"GP is the attack only. On hit, can cancel to 5d or 2d" 22D,,R,900,N,100,87,2D,A,4,B,14,3,20,-4,18,wall bound down 60,Wall bounce down 100,Wall bound down 60,Wall bounce down 100,13-16 Projectile GP,Chargable. GP is the attack only. Bonus 110% proration during mugen 22D CRG,,R,1200,N,100,94,2D,A,5,B,39,3,14,8,24,wall bounce down 60,Wall bounce down 100,Wall bounce down 60,Wall bounce down 100,38-41 Projectile GP,"During mugen, if normally blocked causes guard crush, bonus proration 120%. GP is the attack only" 22B F,,R,600,N,100,84,2C,A,3,B,14,3,20,-6,16,24,Wall bounce 42,24,Stagger 54,13-16 Projectile GP,"Chargable,GP is the attack only. On hit, can cancel to 5d or 2d." 22B F CRG,,R,900,N,100,87,2C,A,4,B,39,3,20,4,18,slide 36,Wall bounce 61,Slide 36,Wall bounce 61,38-41 Projectile GP,"GP is the attack only. On hit, can cancel to 5d or 2d" 22D F,,R,900,N,100,87,2D,A,4,B,14,3,20,4,18,wall bound 60,Wall bounce down 100,Float wall bound down 60,Wall bounce down 100,13-16 Projectile GP,Chargable. GP is the attack only. Bonus 110% proration during mugen 22D F CRG,,R,1200,N,100,94,2D,A,5,B,39,3,14,8,24,wall bounce down 60,Wall bounce down 100,wall bounce down 60,Wall bounce down 100,38-41 Projectile GP,"During mugen, if normally blocked causes guard crush, bonus proration 120%. GP is the attack only" 623C,,R,800,F,60,84,2,HL,5,B,10,Off the screen,64T,-21,29,48,60,Float 48,Float 60,1-10f,"On hit,c an cancel to j236x or j214x. D version can cancel even on whiff" 623D,,R,550 x 3,F,70,82 (once),2,HL,4,B,10,9,55,-21,24,40,68,Float 40,Float 68,1-14f,"Active frames are off the first hit. Hit or guard only, 2nd attack and onward start. On hit, can cancel to j236x or j214x. D version can be cancelled even on whiff. During Mugen, Bonus proration of 110%." J236A,,R,800 / 300,N,100 / 75,89 / 90,2E / -,A,3,H / HBFPr,16,3,Until Landing,-,16 / 16,30 / 20,52 / 36,17 / 17,22 / 22,,"Projectile starts on 25. If the main attack hits, can cancel to j214x. 59F or later can cancel to JD. On First hit can cancel to jump D from 33f" J236D,,R,950 / 450,N,100 / 75,92 / 100,2F / -,A,3-Apr,H / HBFPr,16,3,Until Landing,-,18 / 16,gbound down 60 / 20,gbound down 100 / 36,Stagger 50 / 17,Stagger 100 / 22,,"Projectile starts on 25. If the main attack hits, can cancel to j214x. D version can be cancelled to even on whiff. If cancel to D Version, turns into a different attack. Bonus proration 110% during mugen" J236A F,,R,800,F,100,89,2E / -,A,3,H,16,3,Until Landing,-,-,30,-,-,-,,"On hit, can cancel to j214x. D version can be canceled to even on whiff. On hit, can canel to JD from 31F" J236D F,,R,950 / 450,F / N,100 / 75,92 / 100,2F / -,A,3-Apr,H / HBFPr,16,3,Until Landing,-,18 / 16,gbound down 60 / 20,gbound down 100 / 36,-,-,,"Projectile starts on 25. If the main attack hits, can cancel to j214x. D version can be cancelled to even on whiff. If cancel to D Version, turns into a different attack. Bonus proration 110% during mugen" J214A,,R,500,N,90,67,2G,A,4,H,13,Until landing,28f Landing Recovery,-,18,ground 40,ground 68,Ground down 40,Ground down 68,, J214B,,R,650,N,90,72,2H,A,4,H,15,Until landing,31f Landing Recovery,-,18,ground 40,ground 68,Ground down 40,Ground down 68,, J214C,,R,800,N,90,82,2I,A,4,H,17,Until landing,34f Landing Recovery,-,18,ground 40,ground 68,Ground down 40,Ground down 68,, J214D,,R,1000,N,90,92,2J,A,4,H,13,Until landing,26f Landing Recovery,-,18,slide 60,slide 100,Slide 60,Slide 100,,"During mugen, bonus proration of 110%" J214A F,,R,1000,F,90,82,2G,A,4,H,9,Until landing,28f Landing Recovery,-,18,36,61,-,-,, J214B F,,R,1000,F,90,82,2H,A,4,H,10,Until landing,31f Landing Recovery,-,18,36,61,-,-,, J214C F,,R,1000,F,90,82,2I,A,4,H,11,Until landing,34f Landing Recovery,-,18,36,61,-,-,, J214D F,,R,1000,F,90,92,2J,A,4,H,9,Until landing,26f Landing Recovery,-,18,slide 60,slide 100,-,-,,"During mugen, bonus proration of 110%" J236D - J214D aura,,R,240 x 7,N,90,99,2,A,5,HBFPr,1f after touching projectile,Until landing,26f Landing Recovery,-,20,60,100,Float 60,Float 100,,"Occurs when J214D touches the projectile from J236D. During mugen, bonus proration of 110%." 46C,,R,300,N,75,90,,A,3,HBFPr,27,70,56t,-2,16,20,36,17,22,, 46D,,R,450,N,75,100,,A,3,B,13,-,47t,-7,16,20,36,17,22,, 46D - 236D aura,,R,280 x 7,N,80,99,2,A,5,T,1f after touching projectile,9,24,6,20,wall bounce 60,wall bounce 100,Stagger 38,Stagger 76,1-28P after touching projectile,"Occurs when 236D touches the projectile from 46D. Invuln is on whiff. Can cancel to 214x or 22x. During mugen, bonus proration of 110%." 63214C,,- / R,0 x 2 / 80 x 12,-- / Taken from next hit / M x 12,90,100 / 80 x 13,2,COMMAND THROW (80),0 / 1 / 3 x 12,B / HBFPr (2),9,3,30,-,-,-,-,-- / Float 40 x 12 / 50,-,, 236236C,,( R),300 / 700 x 2,F,100,92,,A,4,B / HBFPr (2),5 + 7,15,26,-22,18,50,84 / - x 3,float 50 / - x 3,Float 84 / - x 3,1-14f,20% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D0,,( R),300 / 2000,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / wall bounce 50,84 / -,Float 50 / -,Float 84 / -,,First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D1,,( R),300 / 2250,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / wall bounce 50,84 / -,Float 50 / -,Float 84 / -,,First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D2,,( R),300 / 2630,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / wall bounce 50,84 / -,Float 50 / -,Float 84 / -,,First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D3,,( R),300 / 3150,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / wall bounce 50,84 / -,Float 50 / -,Float 84 / -,,First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D4,,( R),300 / 900 x 5,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 x 5 / wall bounce 50,84 / - x 5,Float 50 / - x 5,Float 84 / - x 5,,First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D5,,( R),300 / 690 x 9,D,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 x 8 / wall bounce 50,84 / - x 9,Float 50 / - x 9,Float 84 / - x 9,,First hit 20% Guaranteed Damage. Projectile part is 30% Guaranteed Damage. Cooldown 180. Rapid Cancel on guard only. 236236D0 (OD),,( R),300 / 620 x 4,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / 120 x 4,84 / - x 4,Float 50 / - x 4,Float 84 / - x 4,,"First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration" 236236D1 (OD),,( R),300 / 750 x 4,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / 120 x 4,84 / - x 4,Float 50 / - x 4,Float 84 / - x 4,,"First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration" 236236D2 (OD),,( R),300 / 590 x 7,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / 120 x 7,84 / - x 7,Float 50 / - x 7,Float 84 / - x 7,,"First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration" 236236D3 (OD),,( R),300 / 720 x 7,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / 120 x 7,84 / - x 7,Float 50 / - x 7,Float 84 / - x 7,,"First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration" 236236D4 (OD),,( R),300 / 680 x 10,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / 120 x 10,84 / - x 10,Float 50 / - x 10,Float 84 / - x 10,,"First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration" 236236D5 (OD),,( R),300 / 810 x 10,F,100,92,,A,4,B / HBFPr (2),5+0,15,26,-22,18,50 / 120 x 10,84 / - x 10,Float 50 / - x 10,Float 84 / - x 10,,"First hit 20% Guaranteed Damage. Charge is 25% Guaranteed damage. Cooldown 180. Rapid Cancel on guard only. During mugen, 110% bonus proration" 214214D,,,,,,,,-,-,-,-,-,7t + 0,-,-,-,-,-,-,,"Able to move 3f before opponent after super flash. Cooldown 180. Install gauge is consumed at a rate of 100 per frame. During OD, the rate is 50. When gauge runs out, the effect ends. The effect is to let you use D Moves without using any charge. SMP on D Moves changes from 2 to 1. Can only be used with at least one charge." J214214D,,,,,,,,-,-,-,-,-,7t + 0,-,-,-,-,-,-,,"Able to move 3f before opponent after super flash. Cooldown 180. Install gauge is consumed at a rate of 100 per frame. During OD, the rate is 50. When gauge runs out, the effect ends. The effect is to let you use D Moves without using any charge. SMP on D Moves changes from 2 to 1. Can only be used with at least one charge." Blades super,,,450 x 8,M,60,96,,A,2,HBFPr (2),1 + 51,-,1t + 58,-,13,36,61,Float 36,Float 61,16-59f,20% Guaranteed Damage. Cooldown 180. Astral,,,Death,,,,,A,4,B,3 + 17,10,24,-20,18,-,-,-,-,1-29f,Cooldown 10f.
Errol Posted April 12, 2013 Posted April 12, 2013 That's what I did. (Well, okay, into OpenOffice Calc); There are no column delimeters in your post, so there's no way to break it into colums except by using spaces as the delimeter, which goes all kinds of crazy for stuff like "250 x 6" or "214B F". There, use commas.
Airk Posted April 12, 2013 Posted April 12, 2013 Yay! Now you are double awesome. Have a happy cat! Now we can start wildly speculating about how we are ever supposed to use the projectile guardpoint on the 22X series. @_@
Airk Posted April 12, 2013 Posted April 12, 2013 I like to PRETEND that ASW thinks about what a property could POSSIBLY be for before they put it on a move. Objectively, I know this is a lie based on how they've dealt with Tsubaki in the past, but allow me my little illusions. :P
Daedron Posted April 12, 2013 Posted April 12, 2013 Hmm, fully charged 22D in Mugen has 120% bonus proration. Trying to think of situations we can use that midcombo without having heavy proration beforehand but I can't really think of any since I doubt we can put in a mugen inbetween 214B/D > 22D(full charge).
Surf Posted April 12, 2013 Posted April 12, 2013 That's pretty much the only way to get charged 22D midcombo in EX. That frame data. Not a lot has changed
pktazn Posted April 12, 2013 Author Posted April 12, 2013 Frame data on wiki is taking longer than I thought so I'll just post this for people to read. it's not perfect formatting just doing a copy paste, but I guess anything you want to figure out you will be able to. You actually need to give us a break! To add onto this, we just got the translations and instructions on what to do today lol.
Daedron Posted April 12, 2013 Posted April 12, 2013 Hmm, right. Just never tried doing 214D > Mugen > 22D(Charge) before but I guess it works then. Only question is if it's worth it...3D's and [4]6D >236D seem like the only viable thing still. Release this game already!
Errol Posted April 12, 2013 Posted April 12, 2013 (edited) To add onto this, we just got the translations and instructions on what to do today lol. Yea I gotcha. I was done with it a day or two after. Although I gave my translations to Kiba about 5 weeks ago, just my raw translations. Probably needed to be edited to match same format for stuff like untech states. Then also wiki templates and stuff. Anyway, tis done...... I just wanted to get it out there for people to see some of it since it's actually relatively readable and has been for a while. Dunno. I'm not belittling the work you guys put in, except for razzing Kiba a bit as usual. Edited April 12, 2013 by Errol
pktazn Posted April 12, 2013 Author Posted April 12, 2013 I understand. Yeah, I can definitely see why you'd say we were slow putting it up then haha~ I'm working on it now though so hopefully I'll be able to get it up by the end of this weekend if things go smoothly. Then you can all tell me what I inputted wrong like always :3
Kurushii Posted April 12, 2013 Posted April 12, 2013 Yea I gotcha. I was done with it a day or two after. Although I gave my translations to Kiba about 5 weeks ago, just my raw translations. Probably needed to be edited to match same format for stuff like untech states. Then also wiki templates and stuff. Anyway, tis done...... I just wanted to get it out there for people to see some of it since it's actually relatively readable and has been for a while. Dunno. I'm not belittling the work you guys put in, except for razzing Kiba a bit as usual. 5 weeks ago? The mook came out like 13 days ago. Took 1 day for me to scan, 10 days to translate. :|
TheGreatReptar Posted April 12, 2013 Posted April 12, 2013 5B is like one of our best meaty moves(active frames) and still a very good neutral move. I have no idea why you guys would think otherwise. I was under the impression that linking 5B after 6A would allow your opponent to sneak in a jab for whatever reason.
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